Realitas virtualis
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Realitas virtualis, aliquando multimedia immersiva appellata, est circumiecta per computatrum simulata quae praesentiam physicam in locis in mundo reali vel mundis fictis simulare possunt. Realitas virtualis experientias sensuales recreare potest, inter quas gustatus virtualis, visus, odor, sonus, tactus.
Plurima realitatis virtualis circumiecta hodierna plerumque sunt experientiae oculorum, aut in monitorio aut per praecipuos ostentus stereoscopicos ostenduntur, sed nonnullae simulationes addita data sensoria per megaphona vel headphones comprehendunt. Nonnulla systemata haptica provecta data tactilia nunc comprehendunt, responsa virium generatim appellata, in adhibitionibus medica, lusoria, et militari. Praeterea, realitas virtualis amplectitur remota communicationis circumiecta quae virtualem utentium praesentiam praebent, cum notionibus telepraesentiae et telexistentiae vel artefactum virtuale, aut per usum initus normativi artificiorum sicut claviatura et mus, aut per instrumenta multimodalia sicut digitabulum filis praeditum et molae calcatae omnidirectionales. Circumiecta mundi realis similia simulari possunt ut experientia vitae similis generentur—exempli gratia, in simulationibus ad exercendos gubernatores aeroplanorum vel militum, vel a realitate magnopere discrepare potest, ut in ludis realitatis virtualis. Secundum consuetudinem, creare experientiam realitatis virtualis fidelitatis altae nunc difficillimum est, ob circumscriptiones technicas virium rationis, resolutionis imaginum, et amplitudinis fasciae communicationis. Fautores autem huius technologiae sperant tales circumscriptiones superaturas esse cum technologiae processorum, imaginum, et communicationis datorum validiores et emptionis secundae magis magisque fiant.
Realitas virtualis ad describendas varias adhibitones cum circumiectis in dimensionibus tribus immersivis et visum maxime pertinentibus generatim consociatas saepe adhibetur. Progressus designationis per computatra adiutae, accelerationis apparatus computatralis graphicarum, ostentus in capitibus affictorum, digitabulorum datorum, et deminutionisnotionem populo gratum facere adiuverunt. Liber The Metaphysics of Virtual Reality Michaelis R. Heim septem notiones realitatis virtualis subtiliter enumerat: simulatio, interactio, artificialitas, immersio, telepraesentia, immersio omnis corporis, et communicatio interretialis. Vulgus autem realitatem virtualem saepe cum ostentibus in capite affixis et vestimentis datorum comparant.
Pelliculae et programmata televisifica ostentu in capite affixo fortasse spectabuntur et computatralis imaginis moderatio ut spectator intra scaenam videatur, actione undique accidente. Computatrum conspectum praebebit qui cum parte quam homo aspicit congruet, per formulam capitis indagati. Quod aspicientibus sensum dabit eos ad scaenam propria persona adire, contra imagines in monitorio visas. Nomen spatium virtuale aptius pro hac technologia esse propositum est.[1]
Nomen realitas artificiosa, a Myron W. Krueger Anglice factum, in usu fuit ex decennio post 1970; origo autem nominis realitatis virtualis ab Antonino Artaud, scriptore ludorum, poeta, histrione, et directore Francico repeti potest. Artaud in The Theatre and Its Double (1938), libro seminali, theatrum la réalité virtuelle descripsit, realitatem virtualem in qua, verbis Davisianis, "personae, res, et imagines phantasmagoricam dramatum internorum somniantium alchemiae vim suscipiunt."[2][3] Artaud postulavit "rationem perpetuam ad materias et principium theatri in paene omnibus libris alchemiae inventam intellegi debere adfirmationem identitatis . . . exstans inter mundum in quo personae, imagines, et modo generali omnia quae realitatem virtualem theatri constituunt progrediuntur, et mundum solum fictum fallacemque, in quo symboli alchemiae evolvuntur."[4][5] Nomen etiam in The Judas Mandala adhibitum est, mythistoria scientiae fictae Damienis Broderick anni 1982, ubi contextus ab usu supra definito aliquantulum discrepat. Primus usus ab Oxford English Dictionary citatus in "Virtual Reality," commentario anni 1987, invenitur,[6] sed commentarius technologiam realitatis virtualis non tractat. Notio realitatis virtualis in mediis massis populo grata a pelliculis sicut Brainstorm et The Lawnmower Man facta est. Incrementum investigationis realitatis virtualis ex decennio post 1990 Virtual Reality, librum non fictum Howardi Rheingold (1991) secutum est.[7] Qui ad non confundendam rem fuit, quam magis patentem investigatoribus et studiosis minus peritis fecit.
Liber Multimedia: from Wagner to Virtual Reality, a Randall Packer et Ken Jordan editus et primum anno 2001 prolatus, nomen et eius historiam ex conspectu avant-garde indagat. Philosophica notionis realitatis virtualis indicia in libris disceptantur, inter quos Philippi Zhai Get Real: A Philosophical Adventure in Virtual Reality (1998) et Kennethi Hillis Digital Sensations: Space, Identity and Embodiment in Virtual Reality (1999).
Praecursores et notabiles
[recensere | fontem recensere]- Mauritius Benayoun
- Marcus Bolas
- Duglassius Bowman
- Fridericus Brooks
- Anshe Chung
- Edmundus Couchot
- Iacobus H. Clark
- Duglassius Church
- Char Davies
- Tom DeFanti
- David Em
- Thomas A. Furness III
- Scott Fisher
- Gulielmus Gibson
- Morton Heilig
- Ericus Howlett
- Myron Krueger
- Knowbotic Research
- Jaron Lanier
- Brenda Laurel
- Palmer Luckey
- Michael Naimark
- Randy Pausch
- Marcus Pesce
- Warren Robinett
- Philippus Rosedale
- Ludovicus Rosenberg[8][9][10]
- Dan Sandin
- Susumu Tachi
- Ioannes Sutherland
- Ionathan D. Waldern
Artifices qui technologia realitatis virtualis utuntur
[recensere | fontem recensere]Nexus interni
[recensere | fontem recensere]- AlloSphere
- Continuum realitatis et virtualitatis
- Globus virtualis
- Hyperrealitas
- Instrumentum musicum virtuale immersivum
- MMORPG
- Mundus virtualis
- Realitas simulata
- Technologia oculorum
- Universus holographicus
- Virtualitas amplificata
- Vita secunda
Notae
[recensere | fontem recensere]- ↑ Singulatim descripta in commentario "Virtual Space - the movies of the future" in www.virtual-space.org.
- ↑ Anglice: "characters, objects, and images take on the phantasmagoric force of alchemy's visionary internal dramas."
- ↑ Erik Davis, Techgnosis: myth, magic and mysticism in the information age (1998).
- ↑ Anglice: "perpetual allusion to the materials and the principle of the theater found in almost all alchemical books should be understood as the expression of an identity . . . existing between the world in which the characters, images, and in a general way all that constitutes the virtual reality of the theater develops, and the purely fictitious and illusory world in which the symbols of alchemy are evolved."
- ↑ Antonin Artaud, "The Alchemical Theater,", in The Theater and its Double, conv. Mary Caroline Richards (Novi Eboraci: Grove Press, 1958), p. 49, emphasis in original. Vide etiam Samuel Weber, "'The Virtual Reality of Theater': Antonin Artaud," in Theatricality as Medium (Novi Eboraci: Fordham University Press, 2004), 277–294.
- ↑ Yaakov Garb, "Virtual Reality," Whole Earth Review 57 (hiems): 118ff.
- ↑ Howard Rheingold, Virtual Reality (1991, ISBN 0262681218).
- ↑ Louis Rosenberg, Virtual fixtures as tools to enhance operator performance in telepresence environments (SPIE Manipulator Technology, 1993).
- ↑ Louis Rosenberg, Virtual Haptic Overlays Enhance Performance in Telepresence Tasks (Department of Mechanical Engineering, Stanford University, 1994).
- ↑ Louis Rosenberg, "Virtual Fixtures: Perceptual Overlays Enhance Operator Performance in Telepresence Tasks," Ph.D. dissertatio, Universitas Stanfordensis.
Bibliographia
[recensere | fontem recensere]- Blascovich, J., et J. Bailenson. 2011. Infinite Reality: Avatars, Eternal Life, New Worlds, and the Dawn of the Virtual Revolution. Harper Collins.
- Brooks Jr., F. P. 1999. "What's Real About Virtual Reality?" IEEE Computer Graphics And Applications 19(6):16.
- Burdea, G., et P. Coffet. 2003. Virtual Reality Technology, Second Edition. Wiley-IEEE Press.
- Druck, Aaron. When will Virtual Reality become reality? TechCast Article Series.
- Fernandez, Mateo. Metaverse. TechCast Article Series.
- Goslin, M, et J. F. Morie. 1996. "Virtopia" Emotional Experiences in Virtual Environments. Leonardo 29(2):95–100.
- Grau, Oliver. 2003. Virtual Art: From Illusion to Immersion. Leonardo Book Series. Cantabrigiae Massachusettae: MIT-Press.
- Hayward, V., O. R. Astley, M. Cruz-Hernandez, D. Grant, et G. Robles-De-La-Torre. 2004. Haptic interfaces and devices. Sensor Review 24(1):16–29.
- Hillis, Ken. 1999. Digital Sensations: Space, Identity and Embodiment in Virtual Reality. Minneapoli: University of Minnesota Press.
- Kalawsky, R. S. 1993. The Science of Virtual Reality and Virtual Environments: A Technical, Scientific and Engineering Reference on Virtual Environments' Reading Massachusettae: Addison-Wesley.
- Kelly, K., A. Heilbrun, et B. Stacks. 1989. Virtual Reality; an Interview with Jaron Lanier. Whole Earth Review Autumno (64):108.
- Klein, D. D., H. Rensink, G. J. Freimuth, S. Monkman, H. Egersdörfer, Böse, et M. Baumann. 2004. Modelling the Response of a Tactile Array using an Electrorheological Fluids. Journal of Physics D: Applied Physics 37(5):794–803.
- Klein, D. H., G. J. Freimuth, S. Monkman, S. Egersdörfer, A. Meier, H. Böse, M. Baumann, H. Ermert, et O. T. Bruhns. 2005. Electrorheological Tactile Elements. Mechatronics 15(7):883–897.
- Krueger, Myron W. 1991. Artificial Reality II. Reading Massachusettae: Addison-Wesley.
- Kulkarni, S. D., M. A. Minor, M. W. Deaver, E. R. Pardyjak, et J. M. Hollerbach. 2012. Design, Sensing, and Control of a Scaled Wind Tunnel for Atmospheric Display. Mechatronics, IEEE/ASME Transactions, 17(4):635–645.
- Lanier, Jaron, et F. Biocca. 1992. An Insider's View of the Future of Virtual Reality. Journal of Communication 42(4):150.
- Monkman. G. J. 1992. An Electrorheological Tactile Display. Presence: Journal of Teleoperators and Virtual Environments 1(2):219–228.
- Monkman. G. J. 1993. 3D Tactile Image Display. Sensor Review 13(2):27–31.
- Nechvatal, Joseph. 2009. Immersive Ideals / Critical Distances. LAP Lambert Academic Publishing.
- Rheingold, Howard. 1992. Virtual Reality. Novi Eboraci: Simon & Schuster.
- Robinett, Warren. 1994. Interactivity and Individual Viewpoint in Shared Virtual worlds: The Big Screen vs. Networked Personal Displays. Computer Graphics 28(2):127.
- Robles-De-La-Torre G. 2006. The Importance of the Sense of Touch in Virtual and Real Environments. IEEE Multimedia 13(3):24–30.
- Roudavski, S. 2010. Virtual Environments as Techno-Social Performances: Virtual West Cambridge Case-Study. In CAADRIA2010: New Frontiers, the 15th International Conference on Computer Aided Architectural Design Research in Asia, ed. Bharat Dave, Andrew I-kang Li, Ning Gu, et Hyoung-June Park, 477–486.
- Slater, Mel, et Martin Usoh. 1993. The Influence of a Virtual Body on Presence in Immersive Virtual Environments. Virtual Reality International 93, Proceedings of the Third Annual Conference on Virtual Reality, Londinii, Aprili, 34–42.
- Stanney, K. M. ed. 2002. Handbook of Virtual Environments: Design, Implementation, and Applications. Mahwah Novae Caesareae: Lawrence Erlbaum Associates, Inc.
- Sutherland, Ivan. 1965. The Ultimate Display. In Proceedings of International Federation for Information Processing 65 2:506–508.
- Warwick, Kevin, J. Gray, et D. Roberts, eds. 1993. Virtual Reality in Engineering. Peter Peregrinus.
- Zhai, Philip. 1998. Get Real: A Philosophical adventure in Virtual Reality. Novi Eboraci et Oxoniae: Rowman & Littlefield Publishers.